I have an idea, can it be done? [message #365995] |
Sun, 04 January 2009 21:09 ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
piotrkol1
Messages: 167 Registered: July 2005 Location: Milwaukee, Wisconsin
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So I've came up with this serverside idea for a SP map and I was wondering if it could be done. The map I was thinking of is M10. GDI would start out at the beginning of the map where you start in the campaign and NOD would start in the HON. The idea is that during the 30 minutes of the game GDI would have to destroy the HON while NOD would have to defend it. Now I know that if you load the westwood M10 level edit file there's a SP building marker in the HON so I know that the building will be on and destroyable. However, what I'm wondering is if there is a certain script that would win the game for GDI if the HON was destroyed. Also, for GDI I'm wondering if there's a script that would win the game for NOD when the times runs out during the game. Thanks a lot!
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Re: I have an idea, can it be done? [message #365999 is a reply to message #365995] |
Sun, 04 January 2009 21:30 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
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General (4 Stars) |
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theres a few servers like that
Only thing I can think of is delete sp building controller and put one gdi one somewhere on map hidden
and replace the sp nod hon controller for a mp one if it is destroyed gdi wins and for gdi maybe a script that tells it if this building or object so not kill in xx amount of minutes game ends and gdi wins?
imm pulling this out my ass so I might be wrong
[Updated on: Sun, 04 January 2009 21:34] Report message to a moderator
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Re: I have an idea, can it be done? [message #366004 is a reply to message #366002] |
Sun, 04 January 2009 21:53 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
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R315r4z0r wrote on Sun, 04 January 2009 20:41 | It would take a few hours of level edit work (placing spawners, pts, controllers, objects to block out the map, ect) but it is definitely possible to do.
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Ya thats true and everything can have a script or scripts you need attached to it all in level edit expect as I said someone needs to make a script so if object x is not killed or destroyed in x amount of (idk sec? mins?) blank blank wins
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Re: I have an idea, can it be done? [message #366009 is a reply to message #366007] |
Sun, 04 January 2009 23:05 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
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piotrkol1 wrote on Sun, 04 January 2009 21:20 | Replacing the SP HON controller with a MP won't work because then when you aim at the building itself you won't be able to damage it from the outside or see its health if you know what I'm talking about. As for the GDI building controller I was just gonna stick like a PP one somwhere on the map randomly.
And so your saying that there isn't a script(s) like that which exists? Because I know that I rememeber playing on a server before with similar specifications. Placing all the stuff (spawners, powerups, etc...) isn't really a problem its just that I need the scripts to make it work.
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O k Now I ahve an idea what mad did for me is left the sp controller and put a script to a daves arrow saying when that object dies to destroy another object which was a mp building controller somewhere on map
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Re: I have an idea, can it be done? [message #366018 is a reply to message #366009] |
Mon, 05 January 2009 02:40 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
Reaver11
Messages: 884 Registered: April 2007
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SSnipe wrote on Mon, 05 January 2009 00:05 |
piotrkol1 wrote on Sun, 04 January 2009 21:20 | Replacing the SP HON controller with a MP won't work because then when you aim at the building itself you won't be able to damage it from the outside or see its health if you know what I'm talking about. As for the GDI building controller I was just gonna stick like a PP one somwhere on the map randomly.
And so your saying that there isn't a script(s) like that which exists? Because I know that I rememeber playing on a server before with similar specifications. Placing all the stuff (spawners, powerups, etc...) isn't really a problem its just that I need the scripts to make it work.
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O k Now I ahve an idea what mad did for me is left the sp controller and put a script to a daves arrow saying when that object dies to destroy another object which was a mp building controller somewhere on map
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You will need JFW_Death_send_custom this will send a message to the mp_hon_building controller. There you need to recieve the message and destroy the controller/building JFW_Custom_Destroy_Building.
I'm not sure but you might be able to just change the meshprefix in leveleditor serverside of the building.
For GDI I would add a barracks controller with the JFW_Destroy_Self_timer set it to 30 min (LE uses seconds!!)
You can just add pcts for gdi in the map. Or if you dont want any just use a different building like the PP to control the wincondition.
Hope this helps!
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Re: I have an idea, can it be done? [message #367019 is a reply to message #365995] |
Mon, 12 January 2009 02:59 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
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General (2 Stars) |
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I'd prefer to see a mission where GDI has to destroy the entire Nod base. Or, atleast, the Temple of Nod. Just the Hand of Nod would be kinda lame for a big map like that.
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: I have an idea, can it be done? [message #367361 is a reply to message #367350] |
Wed, 14 January 2009 21:17 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
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General (4 Stars) |
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Gen_Blacky wrote on Wed, 14 January 2009 18:12 |
Im not sure what you are doing but this is how to destroy a object and make it destroy a building.
Make a daves arrow and attach JFW_Custom_Destroy_Building
Message = 8686537
ID = Id of the building you wish to destroy
JFW_Death_Send_Custom Attached to the object that gets destroyed
ID = ID of object that JFW_Custom_Destroy_Building is attached to
Message = 8686537
Param = 1
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Note that Param=1 is gonna be one always if u make something else and dont want it to fuck up that change to param 2
its like if u have another script that does the same thing but kills a diff building u would put that one to param =2 if u put 1 it will think it kills both buildings
to make it more simple thats the mailman and each script has a diff letter to tell it what to do you dont wanna send 1 number 2's mail
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Re: I have an idea, can it be done? [message #367686 is a reply to message #367685] |
Sat, 17 January 2009 23:56 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
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General (4 Stars) |
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piotrkol1 wrote on Sat, 17 January 2009 22:52 | Alright so I've tested the map out and there's a few problems:
1.) For some reason none of the doors are workin in the HON. They don't open/close you just kinda glitch your way through them and it makes the game seem pretty sloppy. Anyone know how to fix this?
2.) For the script JFW_Vehicle_Buy_Poke how do i determine where the vehicle appears when it is bought? Because there isn't anything in the script that you fill in for that.
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Ya the door thing, If i remember theres two ways and one is the right way (cant remember)
way 1: dont add one of the files .lsd or .ldd cant remember into the mix after editing
way 2: add one edited file (again dont know if its the ldd or lsd) into the mix and which ever that one is, the other one leave the default one in mix while putting that edited one into data
so just if its lsd then put the edited ldd into mix and the edited lsd into data while the mix has the original lsd
i think mad rocks knows
[Updated on: Sat, 17 January 2009 23:59] Report message to a moderator
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